I have few scenes in my project. I was able to center all of the other scenes. But i cannot center the main scene in my project. Its fine when it opened on a mobile device(probably because resolution matches i guess). but when i opened it in tablet(its an old tab "xiaomi tab 3") its always align to the right on the screen. I was able to center other scenes but i cant center the main scene to screen for some reason. project setting set as 2D and Expand. I also tried to use Control nod, canves layers, margine containers.. but nothing works. If someone can give any suggestions, Thank you in advance.
img1
https://i.stack.imgur.com/FJOHl.jpg
project
1920 x 1080
I have seen this problem, or similar, in windowed mode. I don't know if this is the exact case, but if it doesn't mess with your project, try full-screen mode.
If it's that, you can also take care of the window bar size (which is a problem because it can change from different devices), since godot will count its pixels too.
Notice that you're only having this problem in one axis.
Also, I think you could take a look into the Viewport Stretch Mode. It could mess your graphics depending of the intended result—but other projects won't even notice, so judge for yourself.
The viewport setting sets the root scene’s Viewport to the base resolution. The rendered output of the root Viewport is then scaled to the display resolution. [...]
The viewport setting is a better choice than the 2d setting when pixel-perfect precision is required, since primary rendering still occurs at the base resolution.
Support multiple devices
Scaling correctly for all devices could be an odyssey, so bon voyage.
Related
I have made my game, which scaled accordingly to a % of the screen width with the Gdx.graphics.getWidth() method, and it works perfectly on all screens.
Now I am trying to learn viewports, but seems like there is a lot more trouble, like when does it take in world coordinated or when does it take actual screen pixels.
Do I have to constantly convert beetwen these two measurments? It seems like there is alot more trouble, than if I just scale it the old fasion way...
I can use the whole screen, and manually make the pictures non streched, if I used a FitViewport I would have like blackbars and the game would be totally different.
Any clear suggestions to why to use these ports, cause I cannot seem to understand them...
The thing is that you do not have to do anything especially making any conversion.
Viewport is a kind of tool that handling your app's rendering on many types of screens (I mean many other ratios) and you do not have to worry about it anymore.
Only thing you have to do is to "tell" viewport what is the size of your screen and to handle screen resizing by updateing the viewport. Then you are treating your app like it would be always for example 800 x 600px no matter how it looks actually.
The way your app will render depends on what viewport implementation you will use. For example:
FitViewport will fit your screen to device and add some black bars
FillViewport will fit your screen to device and cut off overflowing part
and so on...
The a look at official Viewport libGDX tutorial. Also you can take a look at this thread to get some information how to deal with viewports.
I'm in the beginning stages of developing my first app and wanted to know what I can do from now to make sure my app runs equally well across all Android devices. I don't have access to another device right now to test whether or not it will scale but have I noticed that if I rotate my device to landscape, the items in the view (e.g. buttons, icons) don't scale at all to fit the screen. This makes me worry that it won't be very compatible with other devices.
I find myself putting items in each view by messing with paddings and margins in the XML till I have it right - but now I realise that this makes the layouts specific to my device. Is there a "correct" way of doin this? For instance, if I had to draw 4 horizontal lines equally spaced across the width of a screen how would I achieve this so that the width between the lines are determined according to the size of the screen?
I have a large image in my MainActivity but for some reason it gets really small if I switch to landscape.
Can anybody shed some light on this? Would be really grateful, thanks.
This issue is addressed here:
http://developer.android.com/guide/practices/screens_support.html
I have searched both Stack Overflow, and Unity Answers, but I can't find any information on this problem. I have asked a question on unity answers, still awaiting response.
The problem I have is when I build to either Android, or Web, (haven't tried others), there is a black bar on the right of the screen. On android, it is a duplication, 4 times, of a strip of the screen. about 20px wide, and 1/4 of the screen height, quadrupled up the right side of the screen. When I move objects through the area of the screen being copied, it is animated in the side bar.
on the Web build it is just black, but should be blue background.
My game is 2D, using orthographic camera.
Please help! I have no idea how to even properly search this kind of problem.
I just did a Web player build in a new test project, and it was fine, so it must be some setting in my game project,
Thanks in advance
Edit.
I also did a build in android with a new test project no problems. Then I created a new project, and copied my game assets and other folders into the project directory. Then the silly glitch happened again. I am at a loss here. Any ideas?
Edit * [Solved] Thank you to Josh, the problem was solved!!!! What was going on was on my mainCamera, the Viewport Rect setting were of. I had the settings as
X=0, Y=0, W=0.975, H=1.
So a bit of the width of the screen was being clipped.
I set the settings to the default,
X=0, Y=0, W=1, H=1.
And it worked!!!!
this is a picture of the glitch on my HTC One V Android
This is the glitch on Chrome Web player, no screen copying, just black, where the background should be blue
Have a look at you camera. The first property is 'Clear Flags'. If that is set to 'Don't Clear' whatever was last drawn in any area of the screen will remain in the next frame.
Try setting it to 'Solid Color', or 'Skybox' and set the Skybox Material parameter in Edit -> Render Settings.
Also, check your camera's 'Viewport Rect' and ensure that it's parameters cover your screen. The default values do this; X=0, Y=0, W=1, H=1.
The aspect ratio of your the window your game is being run within will affect the ratio of your camera's bounds. It's not always the same as the editor window within Unity. You can lock the editor window to a specific resolution or aspect ratio by selecting to dropdown box in the top left of you 'Game' tab within Unity.
Beyond this it's hard to tell what's causing the issue without more information. Are you doing something funky with shaders, multiple cameras or rendering paths?
I'm making an app (a game, to be exact) where each activity uses a SurfaceView for the UI. All of the drawing is done through onDraw. I am also designing this to use no Bitmap assets, so everything that is drawn is produced directly by the app. I'm trying to design the app in such a way that it can easily be viewed on any screen size.
So here's how I'm accomplishing this: I'm doing my testing on a Galaxy S4, which has a screen size of 1080x1920. In the constructor for each activity, the width and height of the current screen are calculated and stored as ints "w" and "h" (the app is already locked in portrait). Then, whenever anything needs to be drawn onto the screen, I multiply the desired dimension (as seen on my 1080x1920 screen) by either w or h, and then divide by 1080 or 1920. Since I'm not using any Bitmap assets, I never need to worry about pixelated images or anything this way.
This gets the job done, but seems like a bit of a roundabout way of doing it. I figured there would be a better framework for getting this done, and I'm worried that these big calculations are eating into my drawing time (running at 30FPS can get a little jerky).
Is this is the customary way of doing it, or is there a better way out there?
There's a very simple yet effective way to do it, you can declare all your sizes in a dimen file for each specific density/size, as you usually do for layouts e.g:
values/dimens.xml <--- With default sizes
values-sw600dp/dimens.xml <-- Tablets sizes
(etc...)
Now before you start drawing, load all the values in your program only once, maybe onCreate of your drawing activity, using the following command:
float someItemSize = Context.getResources().getDimension(R.dimen.some_itemSize)
etc...
That way, you let the operating system do the pixels conversion for you, you should do it only once and most important, this will give alot of flexibility to your code because you will be able to change sizes from xml files without even touching your actual code, hence, the customization should be easier as well as future changes...
Hope it helps!
Regards!
There are two considerations: screen size and screen aspect ratio. If you simply scale everything to match the display, you will appear stretched a bit if you put a 4:3 device next to a 16:9 device.
You generally have two options for dealing with the aspect ratio: you can letterbox / pillarbox the output (which is fine for movies, but looks kinda lame for an app), or you can recognize that your output isn't always proportionately the same, and adjust the layout to fit nicely on the screen.
As far as size matching goes, when using a SurfaceView you can actually use a single size and then let the hardware scaler handle the rest. For an example of this, see the "Hardware scaler exerciser" in Grafika. I put a demo video here, though it's a bit hard to evaluate after getting rinsed through screenrecord + youtube. What you're seeing is the same couple of shapes rendered onto a Surface whose size has been set to an arbitrary value, and then scaled up to match the display. This is most obvious on the final setting, where it's drawing on a 106x64 surface.
With this, you could size your assets for 720p and always draw them the same way, and let the scaler deal with the stretching. See also this blog post.
In my Flash AS3 app, I am using
stage.scaleMode = StageScaleMode.SHOW_ALL;
because graphically I want it to be workable out-of-the-box in all kinds of different mobile devices. It works a treat because it does a "best-fit" to the device's screen and simply "adds" black borders around it.
For example, in 4:3 screens it fills the whole screen nicely:
while in 16:9 screens I get black borders on the left and right:
Now here is the problem: when I am moving a display object "off-screen", I don't want it to be rendered inside those black borders.
The question is this: what is the fastest way to "clip" my app - considering I am targeting mobile devices? I have a feeling that a
stage.scrollRect
will blow things up performance-wise...
EDIT : I am using <renderMode>gpu</renderMode>
scrollRect is actually great and even makes your application perform better, unless you're using GPU composition (in which case it really degrades performance). So I'd suggest you trying it first.
But a good alternative solution (as crazy as it sounds) is to just have a huge rectangle with a hole on it on top of everything, as the last children of your stage. So suppose your stage is 640x480. You'd have a black rectangle on top of everything with dimensions of, say, 1640x1480, and with a hole of 640x480 pixels inside of it to let your content be visible. It's a cheap way to mimic a mask without forcing recomposition of the pixels inside that area.